Esports: The $1.8 Billion Industry You Ignore
45sOpens with a surprising market size that challenges viewers' perception of esports as a niche hobby.
▶ Play ClipEsports has grown from a niche hobby into a billion-dollar industry, with top organizations valued over $200 million. This video explores the rise of esports, how teams generate revenue through sponsorships, merchandise, streaming, and prize pools, and why the barrier to entry remains low for aspiring players.
Esports is competitive gaming with massive tournaments in games like League of Legends, Dota 2, Rocket League, and FIFA. It has grown exponentially in the last decade, with 8 million daily participants.
The esports market is projected to generate $1.8 billion in 2022, while the video game market overall will reach $190 billion. Top esports organizations are worth over $200 million.
Esports refers to organized competitive gaming. The top Dota 2 tournament, The International, had a $40 million prize pool in its latest installment.
Intel started pushing esports with the Intel Extreme Masters in 2007. Viewership has pushed esports into the mainstream, with Intel even trying to get it recognized by the IOC.
Event attendance at stadium competitions is rising, and online viewing is increasing. A survey in China found 45% of adults had watched esports.
James Dean, CEO of ESL UK, explains that esports has no barrier to entry. Anyone can start gaming, compete, and potentially win big.
90% of esports revenue comes from sponsorships and ads. Companies like Red Bull and HTC sponsor jerseys, targeting hard-to-reach demographics like millennials.
Teams sell jerseys and gaming items. 100 Thieves uses a hyper beast style with high prices and limited quantities, selling out within 20 minutes.
Gamers can stream on Twitch to millions, generating ad revenue. Teams like Team Liquid partner with production companies to create high-quality content.
Prize money has increased dramatically, with the 2019 Fortnite World Cup winner receiving $3 million. However, prize money often goes to the team, not the players.
The barrier to entry is low: all you need is a computer and internet. Games like Dota 2 and League of Legends don't require high specs. Anyone can stream for free on Twitch or YouTube.
Esports is still in its infancy compared to traditional sports, but it offers immense opportunities for players and organizations. With low entry barriers and growing viewership, now is the best time to get involved.
"The title accurately reflects the content, which thoroughly explains esports revenue streams."
James Dean
person
Matt 'Nadeshot' Haig
person
Dan Gilbert
person
Drake
person
Scooter Braun
person
Twitch
tool
YouTube
tool
Intel Extreme Masters
organization
ESL UK
organization
Cloud9
organization
100 Thieves
organization
Team Liquid
organization
TSM
organization
Red Bull
brand
HTC
brand
Dr Pepper
brand
One Up Studios
brand
What is esports?
Esports is the term used to describe competitive gaming with massive tournaments in games like League of Legends, Dota 2, Rocket League, FIFA, and many more.
1:16
How much is the esports market projected to generate in 2022?
The esports market is projected to generate $1.8 billion in 2022.
0:40
What was the prize pool for the latest installment of The International (Dota 2)?
The prize pool was $40 million.
1:46
What percentage of esports revenue comes from sponsorships and advertisements?
90% of esports revenue comes from sponsorships and advertisements.
3:22
Which company started pushing esports with the first Intel Extreme Masters tournament in 2007?
Intel.
2:08
How much did the winner of the 2019 Fortnite World Cup receive?
$3 million.
6:49
What is the barrier to entry for esports according to James Dean?
Esports has no barrier to entry; anyone can start gaming and compete.
2:58
Which esports team uses a hyper beast style of merchandising with high prices and limited quantities?
100 Thieves.
4:53
What are the three main revenue streams for esports teams mentioned in the video?
Sponsorships and advertisements, merchandise sales, and content creation/streaming.
3:22
What did a survey in China reveal about esports viewership?
45% of adults in China had watched esports at some point.
2:45
Esports market growth
Provides concrete revenue projections that demonstrate the scale of the industry.
0:36Definition of esports
Clarifies what esports is and gives examples of popular games.
1:16Low barrier to entry
Highlights the accessibility of esports compared to traditional sports.
2:51Sponsorship dominance
Reveals that 90% of revenue comes from sponsorships, showing the business model.
3:22100 Thieves merchandising strategy
Demonstrates an innovative approach to merchandise that creates scarcity and demand.
4:53[00:00] what do you think of when you visualize
[00:01] a sports tournament
[00:03] a packed stadium fit athletes battling
[00:06] it out for glory
[00:07] for decades sports tournaments have
[00:09] generally been a staple in the lives of
[00:11] many around the world
[00:12] from fifa world cups to nba games and
[00:15] qriket tournaments
[00:16] sports have always been associated with
[00:18] physical activity
[00:19] however in the last decade there's been
[00:21] an exponential rise in a type of sport
[00:24] that has generally been overlooked and
[00:26] undermined
[00:27] a sport that anyone from any part of the
[00:30] world could take part in
[00:31] this is the story of the rise of esports
[00:36] gaming is the fastest growing form of
[00:38] entertainment globally
[00:40] on its current trajectory we estimate
[00:42] the esports market will generate
[00:44] 1.8 billion dollars in 2022
[00:47] and the video game market itself will
[00:49] generate around 190
[00:52] billion dollars the top esports
[00:54] organizations are worth more than 200
[00:57] million dollars according to forbes and
[00:59] those evaluations have been climbing
[01:01] steadily so the money behind the scenes
[01:03] is there but the revenue streams for
[01:05] esports organizations are complicated
[01:08] and complex but before we jump right
[01:10] into the numbers let's take a look at
[01:12] what esports
[01:13] are and what pushed them to their
[01:14] current heights
[01:16] esports is the term used to describe
[01:18] competitive gaming with massive
[01:20] tournaments in games like
[01:21] league of legends dota 2 rocket league
[01:24] fifa
[01:25] and many more the la times says 8
[01:27] million people log on
[01:29] every day to take part and yet for some
[01:31] of us it still feels somewhat foreign
[01:33] and underground culture even
[01:35] the most played right now is dota 2 with
[01:38] prize money well into the nine figure
[01:40] mark and attracting thousands of
[01:42] participants
[01:43] and related tournaments the top dota 2
[01:45] tournament called the
[01:46] international had a prize pool of 40
[01:49] million dollars in its latest
[01:51] installment
[01:52] so how do these esports teams work and
[01:54] how do they manage to raise this
[01:56] enormous amount of money
[01:57] let's take a look put simply esports are
[02:00] electronic sports
[02:02] organize competitive gaming events in
[02:04] various leagues with teams and players
[02:06] battling
[02:07] out for victory intel started pushing
[02:10] esports with the first intel extreme
[02:12] masters gaming tournament back in 2007
[02:14] at cebit worldwide viewership of esports
[02:18] competitions
[02:19] has helped push popularity into the
[02:21] mainstream to the point that
[02:22] intel has even tried to get esports
[02:24] officially recognised by the
[02:26] international olympic committee by
[02:28] bringing season 12 of the intel extreme
[02:30] masters
[02:31] to pyeongchang during the 2018 winter
[02:33] olympics
[02:34] event attendance at the big stadium
[02:36] competitions is increasingly on the rise
[02:38] as fans make an effort to watch their
[02:40] favorite teams compete
[02:42] but online viewing is increasing too a
[02:45] survey in china revealed 45
[02:47] of the adults there had watched esport
[02:50] at some point
[02:51] but what attracts so many people to this
[02:53] supposedly
[02:54] niche field james dean ceo of esl
[02:58] uk explains esports has no barrier to
[03:01] entry
[03:02] if you're a gamer you're a gamer if you
[03:04] want to step up your game and play in a
[03:06] competition
[03:07] you can do so if you're really great and
[03:09] you practice a lot you might be on a big
[03:11] stage winning a million dollars
[03:13] and that's open to everyone in the large
[03:15] part it's about making opportunities for
[03:17] anyone
[03:18] to do anything but where does this money
[03:21] come from
[03:22] like a lot of sporting events ninety
[03:24] percent of the revenue in esports
[03:26] is sponsorships and advertisements these
[03:29] revenue streams include sponsorships in
[03:31] exchange for advertisement on the
[03:33] player's jerseys
[03:34] similar to those of traditional sports
[03:36] for example the energy drink brand red
[03:38] bull and the smartphone company htc
[03:41] have jersey sponsorships for cloud9 a
[03:43] legacy esports team
[03:45] these sponsorships allow companies to
[03:47] gain nationwide recognition
[03:49] and potentially international
[03:50] recognition as well if the esports team
[03:52] qualifies for international tournaments
[03:56] in the digital age esports teams allow
[03:58] sponsors to target
[03:59] demographics that have been
[04:00] traditionally difficult to reach through
[04:02] standard marketing tactics
[04:04] millennials typically watch less
[04:06] television and listen to the radio less
[04:08] often than older demographics
[04:09] increasing the importance of social
[04:11] media marketing
[04:13] players and sponsors will typically
[04:15] collaborate on advertising campaigns
[04:17] dr pepper has a long history in esports
[04:19] gaming with partnerships dating all the
[04:22] way back to mlg in 2008.
[04:24] as such they know how to get a good
[04:26] response out of the esports audience
[04:28] and can serve as a case study for other
[04:30] brands who want to get involved
[04:32] in addition to the team soda mid ad dr
[04:34] pepper
[04:35] also received a lot of press by
[04:36] featuring tsm fortnite players on
[04:38] bottles of soda
[04:40] coupled with this is the merchandise
[04:41] sales of the team's jerseys and
[04:43] mostly gaming oriented items like
[04:46] controllers or mouse pads
[04:47] teams take various approaches such as
[04:50] the 100 thieves a new team formed in
[04:52] 2018
[04:53] which uses a hyper beast style of
[04:55] merchandising with high prices
[04:57] and limited quantity this has been very
[05:00] successful for them
[05:01] with apparel selling out within 20
[05:02] minutes of release
[05:04] in november 2017 former professional
[05:06] gamer matt nadeshot haig
[05:08] took to his youtube channel to announce
[05:10] that his apparel company 100 thieves
[05:12] received a multi-million dollar
[05:14] investment from cleveland cavaliers and
[05:16] quickened loans owner dan gilbert
[05:18] allowing him to expand into a
[05:20] full-fledged esports
[05:22] organization was funded by hip hop star
[05:25] drake
[05:26] and scooter braun who represents famous
[05:28] artists like justin bieber and ariana
[05:30] grande
[05:32] however merchandise will always be a
[05:34] comparatively lesser portion of the
[05:35] total revenue
[05:36] this is mostly due to the fact that
[05:38] fewer people watch esports tournaments
[05:40] in person at a stadium
[05:42] so they might not have the same
[05:43] dedication to purchase jerseys to show
[05:46] support like you would in other sports
[05:48] third
[05:49] we have content creation and streaming
[05:51] almost every serious gamer professional
[05:54] or amateur can stream on twitch to an
[05:56] audience of potentially millions every
[05:58] single stream
[06:00] this is a great way to get started and
[06:02] on the route to professional gaming
[06:04] with advertisement revenues on each view
[06:06] the teams can keep funding high quality
[06:08] videos
[06:09] teams like team liquid take this onto a
[06:11] higher level by partnering with one up
[06:13] studios
[06:13] an esports production company showing
[06:15] just how much care they put into this
[06:17] sector
[06:19] not only is this a source of revenue it
[06:21] attracts other people who like the game
[06:23] to your team
[06:23] and increases the fan base finally
[06:27] one of the most significant sources of
[06:28] revenue an indicator of how good the
[06:30] team is
[06:31] is the prize pools the winners receive
[06:33] at any tournament
[06:34] prize money in esports is increasing at
[06:37] an incredible rate
[06:38] while prize pools are mounted to a mere
[06:40] couple of thousand dollars at most in
[06:42] the past
[06:43] they now reach several million dollars
[06:45] for large competitions
[06:47] the winner of the 2019-14 world cup
[06:50] booger
[06:50] received three million dollars as a
[06:52] prize however what most don't realize is
[06:55] all the money
[06:56] often doesn't go to the players but
[06:58] instead to the team
[06:59] which is generally owned by someone else
[07:01] and the players are employees like in
[07:03] any other sports team
[07:05] however with the increase in viewership
[07:07] and the prize money there's a lot to be
[07:09] made as a player too
[07:11] how does one get started in this that's
[07:13] the best part
[07:14] the barrier to entry is very low all you
[07:17] need is a computer
[07:19] and an internet connection and the world
[07:21] is your oyster
[07:22] most games like dota 2 and league of
[07:24] legends don't even require
[07:26] too high of computer specs to get
[07:27] started so anyone can get started and
[07:30] play
[07:30] you can either take part in local
[07:32] tournaments that happen near you
[07:34] or play online and go up in rank anyone
[07:36] can stream for free on twitch and
[07:38] youtube to gain viewers and build a
[07:40] following
[07:41] esports are on the rise but they're
[07:43] still at an infant phase with respect to
[07:45] other well-established sports
[07:46] organizations in terms of viewership and
[07:49] money
[07:50] the best time to get into esports would
[07:52] be right now
[07:53] thanks to the internet while not
[07:55] everyone can make a full-time career out
[07:57] of it yet there's a lot there for some
[07:59] side money and grow to make it your
[08:01] full-time job if you get good at it
[08:16] you
⚡ Saved you time reading this? Transcribe any YouTube video for free — no signup needed.